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Presentation vs design... vs philosophy
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<blockquote data-quote="Lanefan" data-source="post: 7952364" data-attributes="member: 29398"><p>Turning undead is an odd one, in that if you turn a bunch of undead and they wander off and then return you can try turning them again. But, once you fail you're done; you can't turn those particular ones again. (honestly not sure if this is RAW or a houserule but it's how we've done it since forever) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If what's behind a lock materially changes, that's 99.9% of the time irrelvant to the actual picking of the lock. But under the heading of "makes sense", I'd consider new tools - particularly if they were somehow an upgrade to what you already had - to be a material change and allow another try; though I'd really frown on someone gaming the system by carrying ten sets of tools around.</p><p></p><p>* - the other 0.1% being if something behind the lock actually does something to the lock e.g. uses a key to open it from the other side.</p><p></p><p>Many things would be materially different. Both your party and the goblins would be more aware of each other's capabilities (and presence!) and likely adjust tactics accordingly (e.g. if the goblins saw you go down easily the first time they might spiral on you the second time, knowing you're easy to take out of the battle); if anyone in either group didn't survive the first go-round they're unlikely to be available for the second; long-term injuries might not have recovered; any broken or lost equipment or fired ammunition isn't available, etc., etc.</p><p></p><p>One example: I find roll-under-stat to be far more useful in various situations than roll-vs-DC or equivalent, and I-as-DM can use either one as long as I'm consistent about which happens when e.g. if I use roll-under for something once then I should use it every time the same situation arises again.</p><p></p><p>Also, the whole retries issue is one of meta-philosophy in some ways: whether one sees it as important that someone with the theoretical capability to succeed at something eventually <em>will</em> succeed no matter what, or whehter theoretical ability to succeed does <em>not</em> mean success will inevitably come. In short: does one like the binary nature produced by take-20 (which is what infinite retries boils down to) or not?</p><p></p><p>Personally, I rather despise take-20. To me, in many cases the roll for whatever you're trying to do represents the best you can do in the time you have, or allow yourself, to do it (even if that time is forever), and that simply having enough ability to theoretically get a roll up to 25 when the DC is 18 doesn't guarantee that you ever actually will. Sometimes the simplest of things defeat those who should ace them every time - how many times have you tried to open a stuck jar and failed only to then have someone much weaker come along and pop the thing without any effort at all?</p><p></p><p>Heh - you're probably right about the dice-selling. And I don't mind that; I've got the dice now, might as well put 'em to use. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>"It ain't a good game of golf (D&D) unless you used every club (die) in the bag!"</p><p></p><p>On a related note, have you ever checked out DCCRPG?</p><p></p><p>That system uses about 15 different die sizes ranging from d2 to d30, and they way it applies penalty or bonus to a roll is often to, instead of applying a flat + or -, make you roll a die that's one step bigger or smaller than what you would have used before.</p><p></p><p>Thus, if something normally calls for a d20 but you're at bonus, you'd roll a d24. If at penalty, it might be a d16; a second penalty would force this down to a d14, and so forth. High rolls are always better.</p><p></p><p>This doesn't affect granularity - you're still trying to hit a target number - but it does affect the odds of hitting it, and it's a useful-looking mechanic that I've yet to really implement. </p><p></p><p>Unfortunately, but true to designer form, having hit on this interesting mechanic the DCCRPG designers then shoehorned it into every aspect of the game even where it doesn't make sense to do so.</p><p></p><p>Using 2d6 introduces bell-curve results, too, and yes - a flat + or - there carries far greater implications particularly if the tipping point between success and failure is near the middle of the curve.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7952364, member: 29398"] Turning undead is an odd one, in that if you turn a bunch of undead and they wander off and then return you can try turning them again. But, once you fail you're done; you can't turn those particular ones again. (honestly not sure if this is RAW or a houserule but it's how we've done it since forever) :) If what's behind a lock materially changes, that's 99.9% of the time irrelvant to the actual picking of the lock. But under the heading of "makes sense", I'd consider new tools - particularly if they were somehow an upgrade to what you already had - to be a material change and allow another try; though I'd really frown on someone gaming the system by carrying ten sets of tools around. * - the other 0.1% being if something behind the lock actually does something to the lock e.g. uses a key to open it from the other side. Many things would be materially different. Both your party and the goblins would be more aware of each other's capabilities (and presence!) and likely adjust tactics accordingly (e.g. if the goblins saw you go down easily the first time they might spiral on you the second time, knowing you're easy to take out of the battle); if anyone in either group didn't survive the first go-round they're unlikely to be available for the second; long-term injuries might not have recovered; any broken or lost equipment or fired ammunition isn't available, etc., etc. One example: I find roll-under-stat to be far more useful in various situations than roll-vs-DC or equivalent, and I-as-DM can use either one as long as I'm consistent about which happens when e.g. if I use roll-under for something once then I should use it every time the same situation arises again. Also, the whole retries issue is one of meta-philosophy in some ways: whether one sees it as important that someone with the theoretical capability to succeed at something eventually [I]will[/I] succeed no matter what, or whehter theoretical ability to succeed does [I]not[/I] mean success will inevitably come. In short: does one like the binary nature produced by take-20 (which is what infinite retries boils down to) or not? Personally, I rather despise take-20. To me, in many cases the roll for whatever you're trying to do represents the best you can do in the time you have, or allow yourself, to do it (even if that time is forever), and that simply having enough ability to theoretically get a roll up to 25 when the DC is 18 doesn't guarantee that you ever actually will. Sometimes the simplest of things defeat those who should ace them every time - how many times have you tried to open a stuck jar and failed only to then have someone much weaker come along and pop the thing without any effort at all? Heh - you're probably right about the dice-selling. And I don't mind that; I've got the dice now, might as well put 'em to use. :) "It ain't a good game of golf (D&D) unless you used every club (die) in the bag!" On a related note, have you ever checked out DCCRPG? That system uses about 15 different die sizes ranging from d2 to d30, and they way it applies penalty or bonus to a roll is often to, instead of applying a flat + or -, make you roll a die that's one step bigger or smaller than what you would have used before. Thus, if something normally calls for a d20 but you're at bonus, you'd roll a d24. If at penalty, it might be a d16; a second penalty would force this down to a d14, and so forth. High rolls are always better. This doesn't affect granularity - you're still trying to hit a target number - but it does affect the odds of hitting it, and it's a useful-looking mechanic that I've yet to really implement. Unfortunately, but true to designer form, having hit on this interesting mechanic the DCCRPG designers then shoehorned it into every aspect of the game even where it doesn't make sense to do so. Using 2d6 introduces bell-curve results, too, and yes - a flat + or - there carries far greater implications particularly if the tipping point between success and failure is near the middle of the curve. [/QUOTE]
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